gzdoom/src/p_buildmap.cpp
Christoph Oelckers 66d28a24b8 - disabled the scripted virtual function module after finding out that it only works if each single class that may serve as a parent for scripting is explicitly declared.
Needless to say, this is simply too volatile and would require constant active maintenance, not to mention a huge amount of work up front to get going.
It also hid a nasty problem with the Destroy method. Due to the way the garbage collector works, Destroy cannot be exposed to scripts as-is. It may be called from scripts but it may not be overridden from scripts because the garbage collector can call this function after all data needed for calling a scripted override has already been destroyed because if that data is also being collected there is no guarantee that proper order of destruction is observed. So for now Destroy is just a normal native method to scripted classes
2016-11-25 00:25:26 +01:00

894 lines
25 KiB
C++

//**************************************************************************
//**
//** TEMPLATE.C
//**
//**************************************************************************
// HEADER FILES ------------------------------------------------------------
#include "p_local.h"
#include "m_swap.h"
#include "w_wad.h"
#include "templates.h"
#include "r_sky.h"
#include "r_defs.h"
#include "p_setup.h"
#include "g_level.h"
#include "r_data/colormaps.h"
#include "gi.h"
#include "p_spec.h"
// MACROS ------------------------------------------------------------------
//#define SHADE2LIGHT(s) (160-2*(s))
#define SHADE2LIGHT(s) (255-2*s)
// TYPES -------------------------------------------------------------------
//ceilingstat/floorstat:
// bit 0: 1 = parallaxing, 0 = not "P"
// bit 1: 1 = groudraw, 0 = not
// bit 2: 1 = swap x&y, 0 = not "F"
// bit 3: 1 = double smooshiness "E"
// bit 4: 1 = x-flip "F"
// bit 5: 1 = y-flip "F"
// bit 6: 1 = Align texture to first wall of sector "R"
// bits 7-8: "T"
// 00 = normal floors
// 01 = masked floors
// 10 = transluscent masked floors
// 11 = reverse transluscent masked floors
// bits 9-15: reserved
//40 bytes
struct sectortype
{
SWORD wallptr, wallnum;
SDWORD ceilingZ, floorZ;
SWORD ceilingstat, floorstat;
SWORD ceilingpicnum, ceilingheinum;
SBYTE ceilingshade;
BYTE ceilingpal, ceilingxpanning, ceilingypanning;
SWORD floorpicnum, floorheinum;
SBYTE floorshade;
BYTE floorpal, floorxpanning, floorypanning;
BYTE visibility, filler;
SWORD lotag, hitag, extra;
};
//cstat:
// bit 0: 1 = Blocking wall (use with clipmove, getzrange) "B"
// bit 1: 1 = bottoms of invisible walls swapped, 0 = not "2"
// bit 2: 1 = align picture on bottom (for doors), 0 = top "O"
// bit 3: 1 = x-flipped, 0 = normal "F"
// bit 4: 1 = masking wall, 0 = not "M"
// bit 5: 1 = 1-way wall, 0 = not "1"
// bit 6: 1 = Blocking wall (use with hitscan / cliptype 1) "H"
// bit 7: 1 = Transluscence, 0 = not "T"
// bit 8: 1 = y-flipped, 0 = normal "F"
// bit 9: 1 = Transluscence reversing, 0 = normal "T"
// bits 10-15: reserved
//32 bytes
struct walltype
{
SDWORD x, y;
SWORD point2, nextwall, nextsector, cstat;
SWORD picnum, overpicnum;
SBYTE shade;
BYTE pal, xrepeat, yrepeat, xpanning, ypanning;
SWORD lotag, hitag, extra;
};
//cstat:
// bit 0: 1 = Blocking sprite (use with clipmove, getzrange) "B"
// bit 1: 1 = transluscence, 0 = normal "T"
// bit 2: 1 = x-flipped, 0 = normal "F"
// bit 3: 1 = y-flipped, 0 = normal "F"
// bits 5-4: 00 = FACE sprite (default) "R"
// 01 = WALL sprite (like masked walls)
// 10 = FLOOR sprite (parallel to ceilings&floors)
// bit 6: 1 = 1-sided sprite, 0 = normal "1"
// bit 7: 1 = Real centered centering, 0 = foot center "C"
// bit 8: 1 = Blocking sprite (use with hitscan / cliptype 1) "H"
// bit 9: 1 = Transluscence reversing, 0 = normal "T"
// bits 10-14: reserved
// bit 15: 1 = Invisible sprite, 0 = not invisible
//44 bytes
struct spritetype
{
SDWORD x, y, z;
SWORD cstat, picnum;
SBYTE shade;
BYTE pal, clipdist, filler;
BYTE xrepeat, yrepeat;
SBYTE xoffset, yoffset;
SWORD sectnum, statnum;
SWORD ang, owner, xvel, yvel, zvel;
SWORD lotag, hitag, extra;
};
// I used to have all the Xobjects mapped out. Not anymore.
// (Thanks for the great firmware, Seagate!)
struct Xsprite
{
BYTE NotReallyPadding[16];
WORD Data1;
WORD Data2;
WORD Data3;
WORD ThisIsntPaddingEither;
DWORD NorThis:2;
DWORD Data4:16;
DWORD WhatIsThisIDontEven:14;
BYTE ThisNeedsToBe56Bytes[28];
};
struct SlopeWork
{
walltype *wal;
walltype *wal2;
long dx, dy, i, x[3], y[3], z[3];
long heinum;
};
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
void P_AdjustLine (line_t *line);
// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
static bool P_LoadBloodMap (BYTE *data, size_t len, FMapThing **sprites, int *numsprites);
static void LoadSectors (sectortype *bsectors);
static void LoadWalls (walltype *walls, int numwalls, sectortype *bsectors);
static int LoadSprites (spritetype *sprites, Xsprite *xsprites, int numsprites, sectortype *bsectors, FMapThing *mapthings);
static vertex_t *FindVertex (SDWORD x, SDWORD y);
static void CreateStartSpot (SDWORD *pos, FMapThing *start);
static void CalcPlane (SlopeWork &slope, secplane_t &plane);
static void Decrypt (void *to, const void *from, int len, int key);
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
// PUBLIC DATA DEFINITIONS -------------------------------------------------
// PRIVATE DATA DEFINITIONS ------------------------------------------------
// CODE --------------------------------------------------------------------
bool P_IsBuildMap(MapData *map)
{
DWORD len = map->Size(ML_LABEL);
if (len < 4)
{
return false;
}
BYTE *data = new BYTE[len];
map->Seek(ML_LABEL);
map->Read(ML_LABEL, data);
// Check for a Blood map.
if (*(DWORD *)data == MAKE_ID('B','L','M','\x1a'))
{
delete[] data;
return true;
}
const int numsec = LittleShort(*(WORD *)(data + 20));
int numwalls;
if (len < 26 + numsec*sizeof(sectortype) ||
(numwalls = LittleShort(*(WORD *)(data + 22 + numsec*sizeof(sectortype))),
len < 24 + numsec*sizeof(sectortype) + numwalls*sizeof(walltype)) ||
LittleLong(*(DWORD *)data) != 7 ||
LittleShort(*(WORD *)(data + 16)) >= 2048)
{ // Can't possibly be a version 7 BUILD map
delete[] data;
return false;
}
delete[] data;
return true;
}
//==========================================================================
//
// P_LoadBuildMap
//
//==========================================================================
bool P_LoadBuildMap (BYTE *data, size_t len, FMapThing **sprites, int *numspr)
{
if (len < 26)
{
return false;
}
// Check for a Blood map.
if (*(DWORD *)data == MAKE_ID('B','L','M','\x1a'))
{
return P_LoadBloodMap (data, len, sprites, numspr);
}
const int numsec = LittleShort(*(WORD *)(data + 20));
int numwalls;
int numsprites;
if (len < 26 + numsec*sizeof(sectortype) ||
(numwalls = LittleShort(*(WORD *)(data + 22 + numsec*sizeof(sectortype))),
len < 24 + numsec*sizeof(sectortype) + numwalls*sizeof(walltype)) ||
LittleLong(*(DWORD *)data) != 7 ||
LittleShort(*(WORD *)(data + 16)) >= 2048)
{ // Can't possibly be a version 7 BUILD map
return false;
}
numsectors = numsec;
LoadSectors ((sectortype *)(data + 22));
LoadWalls ((walltype *)(data + 24 + numsectors*sizeof(sectortype)), numwalls,
(sectortype *)(data + 22));
numsprites = *(WORD *)(data + 24 + numsectors*sizeof(sectortype) + numwalls*sizeof(walltype));
*sprites = new FMapThing[numsprites + 1];
CreateStartSpot ((SDWORD *)(data + 4), *sprites);
*numspr = 1 + LoadSprites ((spritetype *)(data + 26 + numsectors*sizeof(sectortype) + numwalls*sizeof(walltype)),
NULL, numsprites, (sectortype *)(data + 22), *sprites + 1);
return true;
}
//==========================================================================
//
// P_LoadBloodMap
//
//==========================================================================
static bool P_LoadBloodMap (BYTE *data, size_t len, FMapThing **mapthings, int *numspr)
{
BYTE infoBlock[37];
int mapver = data[5];
DWORD matt;
int numRevisions, numWalls, numsprites, skyLen, visibility, parallaxType;
int i;
int k;
if (mapver != 6 && mapver != 7)
{
return false;
}
matt = *(DWORD *)(data + 28);
if (matt != 0 &&
matt != MAKE_ID('M','a','t','t') &&
matt != MAKE_ID('t','t','a','M'))
{
Decrypt (infoBlock, data + 6, 37, 0x7474614d);
}
else
{
memcpy (infoBlock, data + 6, 37);
}
skyLen = 2 << LittleShort(*(WORD *)(infoBlock + 16));
visibility = LittleLong(*(DWORD *)(infoBlock + 18));
parallaxType = infoBlock[26];
numRevisions = LittleLong(*(DWORD *)(infoBlock + 27));
numsectors = LittleShort(*(WORD *)(infoBlock + 31));
numWalls = LittleShort(*(WORD *)(infoBlock + 33));
numsprites = LittleShort(*(WORD *)(infoBlock + 35));
Printf("Visibility: %d\n", visibility);
if (mapver == 7)
{
// Version 7 has some extra stuff after the info block. This
// includes a copyright, and I have no idea what the rest of
// it is.
data += 171;
}
else
{
data += 43;
}
// Skip the sky info.
data += skyLen;
sectortype *bsec = new sectortype[numsectors];
walltype *bwal = new walltype[numWalls];
spritetype *bspr = new spritetype[numsprites];
Xsprite *xspr = new Xsprite[numsprites];
// Read sectors
k = numRevisions * sizeof(sectortype);
for (i = 0; i < numsectors; ++i)
{
if (mapver == 7)
{
Decrypt (&bsec[i], data, sizeof(sectortype), k);
}
else
{
memcpy (&bsec[i], data, sizeof(sectortype));
}
data += sizeof(sectortype);
if (bsec[i].extra > 0) // skip Xsector
{
data += 60;
}
}
// Read walls
k |= 0x7474614d;
for (i = 0; i < numWalls; ++i)
{
if (mapver == 7)
{
Decrypt (&bwal[i], data, sizeof(walltype), k);
}
else
{
memcpy (&bwal[i], data, sizeof(walltype));
}
data += sizeof(walltype);
if (bwal[i].extra > 0) // skip Xwall
{
data += 24;
}
}
// Read sprites
k = (numRevisions * sizeof(spritetype)) | 0x7474614d;
for (i = 0; i < numsprites; ++i)
{
if (mapver == 7)
{
Decrypt (&bspr[i], data, sizeof(spritetype), k);
}
else
{
memcpy (&bspr[i], data, sizeof(spritetype));
}
data += sizeof(spritetype);
if (bspr[i].extra > 0) // copy Xsprite
{
assert(sizeof(Xsprite) == 56);
memcpy(&xspr[i], data, sizeof(Xsprite));
data += sizeof(Xsprite);
}
else
{
memset(&xspr[i], 0, sizeof(Xsprite));
}
}
// Now convert to Doom format, since we've extracted all the standard
// BUILD info from the map we need. (Sprites are ignored.)
LoadSectors (bsec);
LoadWalls (bwal, numWalls, bsec);
*mapthings = new FMapThing[numsprites];
*numspr = LoadSprites (bspr, xspr, numsprites, bsec, *mapthings);
delete[] bsec;
delete[] bwal;
delete[] bspr;
delete[] xspr;
return true;
}
//==========================================================================
//
// LoadSectors
//
//==========================================================================
static void LoadSectors (sectortype *bsec)
{
FDynamicColormap *map = GetSpecialLights (PalEntry (255,255,255), level.fadeto, 0);
sector_t *sec;
char tnam[9];
sec = sectors = new sector_t[numsectors];
memset (sectors, 0, sizeof(sector_t)*numsectors);
sectors[0].e = new extsector_t[numsectors];
for (int i = 0; i < numsectors; ++i, ++bsec, ++sec)
{
bsec->wallptr = WORD(bsec->wallptr);
bsec->wallnum = WORD(bsec->wallnum);
bsec->ceilingstat = WORD(bsec->ceilingstat);
bsec->floorstat = WORD(bsec->floorstat);
sec->e = &sectors[0].e[i];
double floorheight = -LittleLong(bsec->floorZ) / 256.;
sec->SetPlaneTexZ(sector_t::floor, floorheight);
sec->floorplane.SetAtHeight(floorheight, sector_t::floor);
mysnprintf (tnam, countof(tnam), "BTIL%04d", LittleShort(bsec->floorpicnum));
sec->SetTexture(sector_t::floor, TexMan.GetTexture (tnam, FTexture::TEX_Build));
sec->SetXScale(sector_t::floor, (bsec->floorstat & 8) ? 2. : 1.);
sec->SetYScale(sector_t::floor, (bsec->floorstat & 8) ? 2. : 1.);
sec->SetXOffset(sector_t::floor, bsec->floorxpanning + 32.);
sec->SetYOffset(sector_t::floor, bsec->floorypanning + 0.);
sec->SetPlaneLight(sector_t::floor, SHADE2LIGHT (bsec->floorshade));
sec->ChangeFlags(sector_t::floor, 0, PLANEF_ABSLIGHTING);
double ceilingheight = -LittleLong(bsec->ceilingZ) / 256.;
sec->SetPlaneTexZ(sector_t::ceiling, ceilingheight);
sec->ceilingplane.SetAtHeight(ceilingheight, sector_t::ceiling);
mysnprintf (tnam, countof(tnam), "BTIL%04d", LittleShort(bsec->ceilingpicnum));
sec->SetTexture(sector_t::ceiling, TexMan.GetTexture (tnam, FTexture::TEX_Build));
if (bsec->ceilingstat & 1)
{
sky1texture = sky2texture = sec->GetTexture(sector_t::ceiling);
sec->SetTexture(sector_t::ceiling, skyflatnum);
}
sec->SetXScale(sector_t::ceiling, (bsec->ceilingstat & 8) ? 2. : 1.);
sec->SetYScale(sector_t::ceiling, (bsec->ceilingstat & 8) ? 2. : 1.);
sec->SetXOffset(sector_t::ceiling, bsec->ceilingxpanning + 32.);
sec->SetYOffset(sector_t::ceiling, bsec->ceilingypanning + 0.);
sec->SetPlaneLight(sector_t::ceiling, SHADE2LIGHT (bsec->ceilingshade));
sec->ChangeFlags(sector_t::ceiling, 0, PLANEF_ABSLIGHTING);
sec->lightlevel = (sec->GetPlaneLight(sector_t::floor) + sec->GetPlaneLight(sector_t::ceiling)) / 2;
sec->seqType = -1;
sec->SeqName = NAME_None;
sec->nextsec = -1;
sec->prevsec = -1;
sec->gravity = 1.f;
sec->friction = ORIG_FRICTION;
sec->movefactor = ORIG_FRICTION_FACTOR;
sec->ColorMap = map;
sec->ZoneNumber = 0xFFFF;
sec->terrainnum[sector_t::ceiling] = sec->terrainnum[sector_t::floor] = -1;
if (bsec->floorstat & 4)
{
sec->SetAngle(sector_t::floor, DAngle(90.));
sec->SetXScale(sector_t::floor, -sec->GetXScale(sector_t::floor));
}
if (bsec->floorstat & 16)
{
sec->SetXScale(sector_t::floor, -sec->GetXScale(sector_t::floor));
}
if (bsec->floorstat & 32)
{
sec->SetYScale(sector_t::floor, -sec->GetYScale(sector_t::floor));
}
if (bsec->ceilingstat & 4)
{
sec->SetAngle(sector_t::ceiling, DAngle(90.));
sec->SetYScale(sector_t::ceiling, -sec->GetYScale(sector_t::ceiling));
}
if (bsec->ceilingstat & 16)
{
sec->SetXScale(sector_t::ceiling, -sec->GetXScale(sector_t::ceiling));
}
if (bsec->ceilingstat & 32)
{
sec->SetYScale(sector_t::ceiling, -sec->GetYScale(sector_t::ceiling));
}
}
}
//==========================================================================
//
// LoadWalls
//
//==========================================================================
static void LoadWalls (walltype *walls, int numwalls, sectortype *bsec)
{
int i, j;
// Setting numvertexes to the same as numwalls is overly conservative,
// but the extra vertices will be removed during the BSP building pass.
numsides = numvertexes = numwalls;
numlines = 0;
sides = new side_t[numsides];
memset (sides, 0, numsides*sizeof(side_t));
vertexes = new vertex_t[numvertexes];
numvertexes = 0;
// First mark each sidedef with the sector it belongs to
for (i = 0; i < numsectors; ++i)
{
if (bsec[i].wallptr >= 0)
{
for (j = 0; j < bsec[i].wallnum; ++j)
{
sides[j + bsec[i].wallptr].sector = sectors + i;
}
}
}
// Now copy wall properties to their matching sidedefs
for (i = 0; i < numwalls; ++i)
{
char tnam[9];
FTextureID overpic, pic;
mysnprintf (tnam, countof(tnam), "BTIL%04d", LittleShort(walls[i].picnum));
pic = TexMan.GetTexture (tnam, FTexture::TEX_Build);
mysnprintf (tnam, countof(tnam), "BTIL%04d", LittleShort(walls[i].overpicnum));
overpic = TexMan.GetTexture (tnam, FTexture::TEX_Build);
walls[i].x = LittleLong(walls[i].x);
walls[i].y = LittleLong(walls[i].y);
walls[i].point2 = LittleShort(walls[i].point2);
walls[i].cstat = LittleShort(walls[i].cstat);
walls[i].nextwall = LittleShort(walls[i].nextwall);
walls[i].nextsector = LittleShort(walls[i].nextsector);
sides[i].SetTextureXOffset((double)walls[i].xpanning);
sides[i].SetTextureYOffset((double)walls[i].ypanning);
sides[i].SetTexture(side_t::top, pic);
sides[i].SetTexture(side_t::bottom, pic);
if (walls[i].nextsector < 0 || (walls[i].cstat & 32))
{
sides[i].SetTexture(side_t::mid, pic);
}
else if (walls[i].cstat & 16)
{
sides[i].SetTexture(side_t::mid, overpic);
}
else
{
sides[i].SetTexture(side_t::mid, FNullTextureID());
}
sides[i].TexelLength = walls[i].xrepeat * 8;
sides[i].SetTextureYScale(walls[i].yrepeat / 8.);
sides[i].SetTextureXScale(1.);
sides[i].SetLight(SHADE2LIGHT(walls[i].shade));
sides[i].Flags = WALLF_ABSLIGHTING;
sides[i].RightSide = walls[i].point2;
sides[walls[i].point2].LeftSide = i;
if (walls[i].nextwall >= 0 && walls[i].nextwall <= i)
{
sides[i].linedef = sides[walls[i].nextwall].linedef;
}
else
{
sides[i].linedef = (line_t*)(intptr_t)(numlines++);
}
}
// Set line properties that Doom doesn't store per-sidedef
lines = new line_t[numlines];
memset (lines, 0, numlines*sizeof(line_t));
for (i = 0, j = -1; i < numwalls; ++i)
{
if (walls[i].nextwall >= 0 && walls[i].nextwall <= i)
{
continue;
}
j = int(intptr_t(sides[i].linedef));
lines[j].sidedef[0] = (side_t*)(intptr_t)i;
lines[j].sidedef[1] = (side_t*)(intptr_t)walls[i].nextwall;
lines[j].v1 = FindVertex (walls[i].x, walls[i].y);
lines[j].v2 = FindVertex (walls[walls[i].point2].x, walls[walls[i].point2].y);
lines[j].frontsector = sides[i].sector;
lines[j].flags |= ML_WRAP_MIDTEX;
if (walls[i].nextsector >= 0)
{
lines[j].backsector = sectors + walls[i].nextsector;
lines[j].flags |= ML_TWOSIDED;
}
else
{
lines[j].backsector = NULL;
}
P_AdjustLine (&lines[j]);
if (walls[i].cstat & 128)
{
if (walls[i].cstat & 512)
{
lines[j].alpha = 1/3.;
}
else
{
lines[j].alpha = 2/3.;
}
}
if (walls[i].cstat & 1)
{
lines[j].flags |= ML_BLOCKING;
}
if (walls[i].nextwall < 0)
{
if (walls[i].cstat & 4)
{
lines[j].flags |= ML_DONTPEGBOTTOM;
}
}
else
{
if (walls[i].cstat & 4)
{
lines[j].flags |= ML_DONTPEGTOP;
}
else
{
lines[j].flags |= ML_DONTPEGBOTTOM;
}
}
if (walls[i].cstat & 64)
{
lines[j].flags |= ML_BLOCKEVERYTHING;
}
}
// Finish setting sector properties that depend on walls
for (i = 0; i < numsectors; ++i, ++bsec)
{
SlopeWork slope;
slope.wal = &walls[bsec->wallptr];
slope.wal2 = &walls[slope.wal->point2];
slope.dx = slope.wal2->x - slope.wal->x;
slope.dy = slope.wal2->y - slope.wal->y;
slope.i = long (g_sqrt ((double)(slope.dx*slope.dx+slope.dy*slope.dy))) << 5;
if (slope.i == 0)
{
continue;
}
if ((bsec->floorstat & 2) && (bsec->floorheinum != 0))
{ // floor is sloped
slope.heinum = -LittleShort(bsec->floorheinum);
slope.z[0] = slope.z[1] = slope.z[2] = -bsec->floorZ;
CalcPlane (slope, sectors[i].floorplane);
}
if ((bsec->ceilingstat & 2) && (bsec->ceilingheinum != 0))
{ // ceiling is sloped
slope.heinum = -LittleShort(bsec->ceilingheinum);
slope.z[0] = slope.z[1] = slope.z[2] = -bsec->ceilingZ;
CalcPlane (slope, sectors[i].ceilingplane);
}
int linenum = int(intptr_t(sides[bsec->wallptr].linedef));
int sidenum = int(intptr_t(lines[linenum].sidedef[1]));
if (bsec->floorstat & 64)
{ // floor is aligned to first wall
P_AlignFlat (linenum, sidenum == bsec->wallptr, 0);
}
if (bsec->ceilingstat & 64)
{ // ceiling is aligned to first wall
P_AlignFlat (linenum, sidenum == bsec->wallptr, 0);
}
}
for (i = 0; i < numlines; i++)
{
intptr_t front = intptr_t(lines[i].sidedef[0]);
intptr_t back = intptr_t(lines[i].sidedef[1]);
lines[i].sidedef[0] = front >= 0 ? &sides[front] : NULL;
lines[i].sidedef[1] = back >= 0 ? &sides[back] : NULL;
}
for (i = 0; i < numsides; i++)
{
assert(sides[i].sector != NULL);
sides[i].linedef = &lines[intptr_t(sides[i].linedef)];
}
}
//==========================================================================
//
// LoadSprites
//
//==========================================================================
static int LoadSprites (spritetype *sprites, Xsprite *xsprites, int numsprites,
sectortype *bsectors, FMapThing *mapthings)
{
int count = 0;
memset(mapthings, 0, sizeof(*mapthings)*numsprites);
for (int i = 0; i < numsprites; ++i)
{
mapthings[count].thingid = 0;
mapthings[count].pos.X = sprites[i].x / 16.;
mapthings[count].pos.Y = -sprites[i].y / 16.;
mapthings[count].pos.Z = (bsectors[sprites[i].sectnum].floorZ - sprites[i].z) / 256.;
mapthings[count].angle = (((2048-sprites[i].ang) & 2047) * 360) >> 11;
mapthings[count].ClassFilter = 0xffff;
mapthings[count].SkillFilter = 0xffff;
mapthings[count].flags = MTF_SINGLE|MTF_COOPERATIVE|MTF_DEATHMATCH;
mapthings[count].special = 0;
mapthings[count].Gravity = 1.;
mapthings[count].RenderStyle = STYLE_Count;
mapthings[count].Alpha = -1;
mapthings[count].health = -1;
mapthings[count].FloatbobPhase = -1;
if (xsprites != NULL && sprites[i].lotag == 710)
{ // Blood ambient sound
mapthings[count].args[0] = xsprites[i].Data3;
// I am totally guessing about the volume level. 50 seems to be a pretty
// typical value for Blood's standard maps, so I assume it's 100-based.
mapthings[count].args[1] = xsprites[i].Data4;
mapthings[count].args[2] = xsprites[i].Data1;
mapthings[count].args[3] = xsprites[i].Data2;
mapthings[count].EdNum = 14065;
}
else if (xsprites != NULL && sprites[i].lotag == 1)
{ // Blood player start
if (xsprites[i].Data1 < 4)
mapthings[count].EdNum= 1 + xsprites[i].Data1;
else
mapthings[count].EdNum = 4001 + xsprites[i].Data1 - 4;
}
else if (xsprites != NULL && sprites[i].lotag == 2)
{ // Bloodbath start
mapthings[count].EdNum = 11;
}
else
{
if (sprites[i].cstat & 32768) continue;
if (sprites[i].xrepeat == 0 || sprites[i].yrepeat == 0) continue;
mapthings[count].EdNum = 9988;
mapthings[count].args[0] = sprites[i].picnum;
mapthings[count].args[2] = sprites[i].xrepeat;
mapthings[count].args[3] = sprites[i].yrepeat;
mapthings[count].args[4] = sprites[i].cstat;
}
mapthings[count].info = DoomEdMap.CheckKey(mapthings[count].EdNum);
count++;
}
return count;
}
//==========================================================================
//
// FindVertex
//
//==========================================================================
vertex_t *FindVertex (SDWORD xx, SDWORD yy)
{
int i;
double x = xx / 64.;
double y = -yy / 64.;
for (i = 0; i < numvertexes; ++i)
{
if (vertexes[i].fX() == x && vertexes[i].fY() == y)
{
return &vertexes[i];
}
}
vertexes[i].set(x, y);
numvertexes++;
return &vertexes[i];
}
//==========================================================================
//
// CreateStartSpot
//
//==========================================================================
static void CreateStartSpot (SDWORD *pos, FMapThing *start)
{
short angle = LittleShort(*(WORD *)(&pos[3]));
FMapThing mt = { 0, };
mt.pos.X = LittleLong(pos[0]) / 16.;
mt.pos.Y = -LittleLong(pos[1]) / 16.;
mt.angle = short(Scale((2048-angle)&2047, 360, 2048));
mt.info = DoomEdMap.CheckKey(1);
mt.EdNum = 1;
mt.flags = 7|MTF_SINGLE|224;
*start = mt;
}
//==========================================================================
//
// CalcPlane
//
//==========================================================================
static void CalcPlane (SlopeWork &slope, secplane_t &plane)
{
DVector3 pt[3];
long j;
slope.x[0] = slope.wal->x; slope.y[0] = slope.wal->y;
slope.x[1] = slope.wal2->x; slope.y[1] = slope.wal2->y;
if (slope.dx == 0)
{
slope.x[2] = slope.x[0] + 64;
slope.y[2] = slope.y[0];
}
else
{
slope.x[2] = slope.x[0];
slope.y[2] = slope.y[0] + 64;
}
j = DMulScale3 (slope.dx, slope.y[2]-slope.wal->y, -slope.dy, slope.x[2]-slope.wal->x);
slope.z[2] += Scale (slope.heinum, j, slope.i);
pt[0] = DVector3(slope.dx, -slope.dy, 0);
pt[1] = DVector3(slope.x[2] - slope.x[0], slope.y[0] - slope.y[2], (slope.z[2] - slope.z[0]) / 16);
pt[2] = (pt[0] ^ pt[1]).Unit();
if ((pt[2][2] < 0 && plane.fC() > 0) || (pt[2][2] > 0 && plane.fC() < 0))
{
pt[2] = -pt[2];
}
double dist = -pt[2][0] * slope.x[0] * 16 + pt[2][1] * slope.y[0] * 16 - pt[2][2] * slope.z[0];
plane.set(pt[2][0], pt[2][1], pt[2][2], dist);
}
//==========================================================================
//
// Decrypt
//
// Note that this is different from the general RFF encryption.
//
//==========================================================================
static void Decrypt (void *to_, const void *from_, int len, int key)
{
BYTE *to = (BYTE *)to_;
const BYTE *from = (const BYTE *)from_;
for (int i = 0; i < len; ++i, ++key)
{
to[i] = from[i] ^ key;
}
}
//==========================================================================
//
// Just an actor to make the Build sprites show up. It doesn't do anything
// with them other than display them.
//
//==========================================================================
class ACustomSprite : public AActor
{
DECLARE_CLASS (ACustomSprite, AActor);
public:
void BeginPlay ();
};
IMPLEMENT_CLASS(ACustomSprite, false, false)
void ACustomSprite::BeginPlay ()
{
char name[9];
Super::BeginPlay ();
mysnprintf (name, countof(name), "BTIL%04d", args[0] & 0xffff);
picnum = TexMan.GetTexture (name, FTexture::TEX_Build);
Scale.X = args[2] / 64.;
Scale.Y = args[3] / 64.;
int cstat = args[4];
if (cstat & 2)
{
RenderStyle = STYLE_Translucent;
Alpha = (cstat & 512) ? 0.6666 : 0.3333;
}
if (cstat & 4)
renderflags |= RF_XFLIP;
if (cstat & 8)
renderflags |= RF_YFLIP;
// set face/wall/floor flags
renderflags |= ActorRenderFlags::FromInt (((cstat >> 4) & 3) << 12);
}